Comments (4)
I am having this same problem on my instance of MultiOgarII.
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After some more digging it seems like they don't share the same limit, maybe some collission issue stopping viruses from spawning when there are too many red cells? I'm finding it hard to test because when I reduce timeStep to speed up the server it seems to stop red cells from spawning at all.
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Does this happen in other gamemodes too?
After reading some more and running a server for a few hours with debug prints added, I think the problem might be that in the spawning process, a new entity is instantiated, then collision is checked, and if the check fails, it doesn't spawn. A virus is only spawned when one is eaten (and when the server starts but that's irrelevant), and the chance of a virus spawning is less than 1 due to collision, so eventually there will be no viruses.
The simple fix is to make a loop of checking collision and getting a new random position.
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fixed in #1570
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